Npc hgrunt/zh-hans

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< Npc hgrunt
Revision as of 07:18, 17 January 2012 by HeadCrabD (talk | contribs) (Created page with "{{oc_ent}} == 实体描述 == 这个实体将会刷新一个士兵 (海军陆战队士兵). 这个实体是现代版本的'''monster_human_grunt''' (ToDo: 老版本会继续...")
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Entity.png This Page contains informations about an Obsidian Conflict Entity, which means it is only availible for Obsidian Conflict or rather in that form it is explained.


实体描述

这个实体将会刷新一个士兵 (海军陆战队士兵). 这个实体是现代版本的monster_human_grunt (ToDo: 老版本会继续工作么?有什么区别么?). 拥有合适的血量, 士兵 (在同一个小队里将会更加具有影响力) 将会使用手榴弹, 使用它们的武器进行攻击(尽管远距离射击时没有较好的精准), 或者肉搏.


Key values

  • Name targetname <target_source> 这三个设置跟其他实体的设置相同。不做讲解。
  • Pitch Yaw Roll (Y Z X) angles <数值> 设置该实体的初始刷新角度.
  • Render FX renderfx <choices> 给予一个物体特殊的渲染方式。可选择的方式有:
       0 = Normal
       1 = Slow Pulse
       2 = Fast Pulse
       3 = Slow Wide Pulse
       4 = Fast Wide Pulse
       5 = Slow Fade Away
       6 = Fast Fade Away
       7 = Slow Become Solid
       8 = Fast Become Solid
       9 = Slow Strobe
       10 = Fast Strobe
       11 = Faster Strobe
       12 = Slow Flicker
       13 = Fast Flicker
       14 = Constant Glow
       15 = Distort
       16 = Hologram (Distort and Fade)
  • Render Distance renderdist <integer> currently only useable in combination with Hologram RenderFX
  • Render Mode rendermode <choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'. Controls the type of rendering that is used for an object. Options are:
       0 = Normal
       1 = Color
       2 = Texture
       3 = Glow
       4 = Solid
       5 = Additive
  • FX Amount (0 - 255) renderamt <integer> The FX amount is used by the selected Render Mode.
  • FX Color (R G B) rendercolor <color255> The FX color is used by the selected Render Mode.
  • Disable Receiving Shadows disablereceiveshadows <choices>
  • Damage Filter damagefilter <target_destination> Name of the filter entity that controls which entities can damage us.
  • Response Contexts ResponseContext <string> Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system.
  • Disable shadows disableshadows <choices>
  • Target Path Corner target <target_destination> If set, the name of a path corner entity that this NPC will walk to, after spawning.
  • Squad Name squadname <string> NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other.
  • Hint Group hintgroup <string> Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
  • Hint Limit Nav hintlimiting <choices> Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
  • spawnflags spawnflags <flags>
  • Sleep State sleepstate <choices> Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
  • Wake Radius wakeradius <float> Auto-wake if player within this distance
  • Wake Squad wakesquad <choices> Wake all of the NPCs squadmates if the NPC is woken
  • Enemy Filter enemyfilter <target_destination> Filter by which to filter potential enemies
  • Ignore unseen enemies ignoreunseenenemies <choices> Prefer visible enemies, regardless of distance or relationship priority
  • Physics Impact Damage Scale physdamagescale <float> Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
  • Health npchealth <integer> Number of points of damage to take before dying. 0 means use default health.
  • Custom Name npcname <string> Name that will appear when your crosshair is on this npc. If left blank, it will display the classname of this npc.
  • Custom Model model <studio>
  • NPC Owner npcownerent <target_destination> Changes interactions between this ent and the chosen ent.
  • Team teamnumber <choices> Sets this NPC's team. NPCs are agressive to everything not on their team. Only has an effect if teamplay is enabled in your map.
  • Bounding Box Min CustomBounding1 <string> Bounding Box Min Vector(three spaced numbers, no commas), the bottom most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used.
  • Bounding Box Max CustomBounding2 <string> Bounding Box Max Vector(three spaced numbers, no commas), the top most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used.
  • Waiting to Rappel? waitingtorappel <choices> (Yes or Not) If yes, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down. When it hits the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward
  • Weapons additionalequipment <choices> If you want use a custom weapon that uses a custom script, write it here (example: custom_m4).
  0 = AR2
  1 = Shotgun
  2 = Stunstick
  3 = 357
  4 = Random
  5 = Nothing 
  • Number of Grenades NumGrenades <choices>
  0 = None
  1 = 1
  2 = 2
  3 = 3
  4 = 4
  5 = 5
  6 = Unlimited
  • Follow Player on Use? followonspawn <choices> (Yes or No)

Inputs

  • Kill Removes this entity from the world.
  • KillHierarchy Removes this entity and all its children from the world.
  • AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
  • FireUser1 Causes this entity's OnUser1 output to be fired.
  • FireUser2 Causes this entity's OnUser2 output to be fired.
  • FireUser3 Causes this entity's OnUser3 output to be fired.
  • FireUser4 Causes this entity's OnUser4 output to be fired.
  • Alpha <integer> Set the sprite's alpha (0 - 255).
  • Color <color255> Set the sprite's color (R G B).
  • SetDamageFilter <string> Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.
  • AddContext <string> Adds a context to this entity's list of response contexts. The format should be 'key:value'.
  • RemoveContext <string> Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context.
  • ClearContext Removes all contexts in this entity's list of response contexts.
  • DisableShadow Turn shadow off.
  • EnableShadow Turn shadow on.
  • SetRelationship <string> Changes this entity's relationship with another entity or class. Format: <entityname/classname> <D_HT/D_FR/D_LI/D_NU> <priority>
  • SetEnemyFilter <string> Changes this NPC's enemy filter to the named filter.
  • SetHealth <integer> Set this NPC's health.
  • SetBodyGroup <integer> HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!
  • physdamagescale <float> Sets the value that scales damage energy when this character is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.
  • Ignite Ignite, burst into flames
  • IgniteLifetime <float> Ignite, with a parameter lifetime.
  • IgniteNumHitboxFires <integer> Ignite, with a parameter number of hitbox fires.
  • IgniteHitboxFireScale <float> Ignite, with a parameter hitbox fire scale.
  • Break Break, smash into pieces
  • StartScripting Enter scripting state. In this state, NPCs ignore a variety of stimulus that would make them break out of their scripts: They ignore danger sounds, ignore +USE, don't idle speak or respond to other NPC's idle speech, and so on.
  • StopScripting Exit scripting state.
  • SetSquad <string> Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad.
  • Wake Wakes up the NPC if it is sleeping.
  • ForgetEntity <string> Clears out the NPC's knowledge of a named entity.
  • GagEnable Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes.
  • GagDisable Turn off the NPC Gag flag.
  • IgnoreDangerSounds <float> Ignore danger sounds for the specified number of seconds.
  • HolsterWeapon Force the NPC to holster their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already holstered, or if the NPC doesn't use weapons.
  • HolsterAndDestroyWeapon Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed.
  • UnholsterWeapon Force the NPC to draw their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already drawn, or if the NPC doesn't use weapons.
  • ForceInteractionWithNPC <string> Force the NPC to use a dynamic interaction with another NPC. Parameter format: <target NPC name> <dynamic interaction name>
  • UpdateEnemyMemory <string> Update (or Create) this NPC's memory of an enemy and its location

BecomeRagdoll This NPC will instantly become a ragdoll with ZERO force (just go limp). OnDeath, OnHalfHealth, etc. Outputs *will **NOT** BE FIRED.

  • BeginRappel BeginRappel
  • Follow Allow Player Follow
  • Dontfollow Disable Player Follow
  • LookOn Look normally
  • LookOff Don't look for myself, use other squad member's eyes
  • StartPatrolling Patrol whenever I'm idle or alert.
  • StopPatrolling Stop patrolling when I'm idle or alert.
  • ThrowGrenadeAtTarget <target_destination> Throw a grenade at the specified target.


Outputs

  • OnUser1 Fired in response to FireUser1 input.
  • OnUser2 Fired in response to FireUser2 input.
  • OnUser3 Fired in response to FireUser3 input.
  • OnUser4 Fired in response to FireUser4 input.
  • OnDamaged Fired when this NPC takes damage.
  • OnDeath Fired when this NPC is killed.
  • OnHalfHealth Fired when this NPC reaches half of its maximum health.
  • OnHearWorld Fired when this NPC hears a sound (other than combat or the player).
  • OnHearPlayer Fired when this NPC hears the player.
  • OnHearCombat Fired when this NPC hears combat sounds.
  • OnFoundEnemy <string> Fired when this NPC establishes line of sight to its enemy (outputs entity).
  • OnLostEnemyLOS Fired when this NPC loses line of sight to its enemy.
  • OnLostEnemy Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
  • OnFoundPlayer <string> Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity).
  • OnLostPlayerLOS Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
  • OnLostPlayer Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
  • OnDamagedByPlayer Fired when this NPC is hurt by a player.
  • OnDamagedByPlayerSquad Fired when this NPC is hurt by a player OR by one of the player's squadmates.
  • OnDenyCommanderUse Fired when this NPC has refused to join the player's squad.
  • OnSleep Fired when this NPC enters a sleep state.
  • OnWake Fired when this NPC comes out of a sleep state.
  • OnForcedInteractionStarted Fired when the NPC starts a forced interaction.
  • OnForcedInteractionAborted Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc)
  • OnForcedInteractionFinished NPCs in actbusies can no longer perform dynamic interactions.
  • OnRappelTouchdown Fires when done rappeling


Flags

  • Use leader model
  • Start look off
  • Don´t drop grenades
  • Don´t drop AR2 ALT Fire (elite only)
  • Wait Till Seen
  • Gag (No IDLE sounds until angry)
  • Fall to ground (unchecked means "teleport" to ground)
  • Drop Healthkit
  • Efficient - Don´t acquire enemies or avoid obstacles
  • Wait for script
  • Long visibility/shoot
  • Think outside PVS
  • Template NPC (used by npc_maker, will not spawn)
  • Do Alternate collision for this npc (player avoidance)
  • Don´t drop weapons
  • Ignore player push (dont give away to player)
  • Do NOT fade corpse